I am planning on fielding a relatively simple GK force at our local club in the coming weeks, I'm not particularly keen on power armour or terminator armour, so no one will be expecting this from appearing on the table.

With Grand Strategy, I can make the Heavy Support unit and the Fast attack into Scoring units - the only thing that concerns me is the lack of range - I have 1 unit that can shoot 36" and the rest are limited to 24"...

However, it does have a fair bit of body to it and enough staying power to ruin someone's day

What is with all the psilencers, do you play against lots of deamons?The grand master could be changed to a inquisitor with terminator armour and a psicannon and psi level for cheeper with prescince. The quad gun and agis line is not doing enough for the army, in this I mean that the quad gun is usefull but the agis line is only realy protecting a purg squad your grand master (if does not need a 4+ cover save, which he dose not) and a razorback.

Going to stick my oar in here... Psycannons fit the bill for that, yes it fires slightly less shots than the Psilencer but due it's high strength it's a lot more likely to wound, you'd have to be shooting at T7+ Daemons to make the Psilencer better in terms of shooting than the Psycannons.

As I pointed out before, if you are taking grenades on the GM, attach him to the terminator squad, if your purge squad gets assaulted you've got bigger problems and rad grenades aren't going to fix it whereas you can make your terminator squad into an assault death star squad. I agree with taking the GM as Grand Strategy will help with objective based games.

Basically, I would do the following to this list to tweak it without taking much away from it:

1) Drop the razorback. Yes, controversial as it means your strike squad is on foot but with your interceptors legging it up the field and your terminators presumably meeting them there when they deep strike you might want the strike squad to run over to a rear objective and defend it.

2) Psycannons for everybody! 40 points from the 50 gained from dropping the razorback will allow you to upgrade all those psilencers to psycannons which are superb weapon.

Psilancers have their place, with the new chaos space marines codex out just about half the book is daemons or daemonically possessed troops/vehicles. You do lose some in mobility since its strictly a heavy weapon but arm them on terminators or a heavy psilancer to a dreadknight then you have something nasty there.

Remember its wounding profile matches the toughness of a demonic target and believe me its hard for a chaos player to NOT take something big, flashy and.... Repulsive as a demonic unit of any kind.

If only psilencers had more range than it would be somewhat viable. The only version of a psilencer I take is the gatling psilencer on my NDK (who also has a heavy incinerator). If you want more flexibility and save points get 10 man SS with psybolt ammunition. It provides the same range of shooting as the psilencer but you're able to wound much better.

As brother first strike said an Inquisitor could replace the Grand Master. Your Grand master is taking up over 1/5 of your total points. A cheaper HQ would be better in 1000 points because you don't have much to spare. Coteaz is a really good pick imo, he's a 100 points and gives you so much. He allows warbands to be troops (I'm guessing you're not going to use those and you don't have to), 2 powers from Divination, and gives you a better chance at going first. I also think Dreadnoughts with 2 twin linked auto cannons + psybolt ammunition are really good as well (135 points). When I first started playing I saw that everyone ran them; I wanted to be cool so I decided I wouldn't run them. But after getting tabled by dark eldar I realized I needed long range fire power to take out vehicles. Yes they did get nerfed in 6th edition with their 3 hull points but people usually neglect them. Everything in our codex that is neglected provides a punch.

Andarius the Red wrote:Psilancers have their place, with the new chaos space marines codex out just about half the book is daemons or daemonically possessed troops/vehicles. You do lose some in mobility since its strictly a heavy weapon but arm them on terminators or a heavy psilancer to a dreadknight then you have something nasty there.

Remember its wounding profile matches the toughness of a demonic target and believe me its hard for a chaos player to NOT take something big, flashy and.... Repulsive as a demonic unit of any kind.

I am sorry, but psilancers dont have a place in a grey knight army. The only time one will out preform a psy cannon is when your deamon opp is T8, with at least a 3+ armour save. Psilancers dont rend, are heavy, S4 on normals or wound on 4's against deamons and have no ap. Take them against gretchin or guard and you might have something, but we dont need them to help us there, a S5 storm bolter will do the job for you. Even for free they are still not worth the points. Take them our of you box, place them in a pot on the stove and enjoy the fumes, as this is the only joy you will get form them.